Wargame Mechanics Index

"There Stands Jackson Like A..." (class-shift combat resolution)

Modifiers are whole-class shifts on a quality ladder with class ceilings, so a defended, well-led conscript brigade literally 'fights as Grenadiers'.

A proposed generalisation of Featherstone's percentage-point combat resolution. All modifiers move a unit up or down a ten-step quality ladder (Old Guard to Untrained Militia) instead of adjusting probabilities, units' true class is rolled at their first combat, and each side rolls a performance level whose difference is read on a results table.

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Mechanics 7 · 2 distinctive

Resolution Engine

3engine
Classification-level modifiersQuality / chart ladder shifts

Every circumstance raises or lowers a unit's effective quality class by whole levels rather than modifying a roll.

How it works

Modifiers include range (ineffective -2), charismatic leader attached +2 or within 6" +1, good leader attached +1, uncommanded -2, cover +1/+2, defending +1, square/column/cavalry match-ups from +3 to -3, attacking from flank or rear +3 and attacked from flank or rear -6. Each class has a performance ceiling it cannot be raised above, but there is no floor (Old Guard attacked in the flank can fight as Conscript Line).

If the only modifying that is allowed is by increasing or decreasing a whole classification level, we may not be so inclined to create phone books of modifiers.
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1engine
Percentage dicePercentile resolution

All resolution uses percentile rolls against class tables.

How it works

Percentage dice determine a unit's revealed class and its performance level or win/no-win for each combat.

the first time a Crack Line unit faced combat, it casts percentage dice and gets a role of an 86
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Forces & Unit Definition

3force
First-combat class rollQuality revealed in first combat

A unit's actual class for the game is rolled on percentile dice the first time it fights.

How it works

Each base class has a percentile table (1-5, 6-20, 21-50, 51-80, 81-95, 96-100) giving the class it will actually fight at, plus a ceiling; e.g. Crack Line rolling 86 becomes Grenadier. The roll is unmodified so leaders cannot be stacked on it, keeping both players unsure of mid-grade units.

Why not wait to determine the exact level of a unit until its first combat?
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1force
Unit classificationsTroop quality grades

Ten quality classes from Old Guard down to Untrained Militia.

How it works

Classes (from Empire): Old Guard, Guard, Grenadier, Elite, Crack Line, Veteran Line, Conscript Line, Landwehr, Trained Militia, Untrained Militia; each has a probability distribution over performance levels.

from best to worse, Old Guard, Guard, Grenadier, Elite, Crack Line, Veteran Line, Conscript Line, Landwehr, Trained Militia, Untrained Militia.
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Damage & Attrition

1dmg
Combat effectivenessStep losses

Units lose combat effectiveness points and are removed at zero.

How it works

Results take away CE points (or in a lopsided close action add 1 to the winner); a unit reaching zero CE is removed with no individual figure casualties.

If you go to zero combat effectiveness, the unit is removed from the table (no individual casting casualties are removed).
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Ranged Combat

2fire
Performance levelsOpposed fire roll

Both sides roll a performance level and the difference in levels gives the result.

How it works

Each class has percentages for Heroic, Gallant, Admirable, Proper, Poor and Despicable (Old Guard 50/30/20/-/-/-). The difference in levels is read on a table with Firefight and Close Action columns, e.g. difference 2-3 in a firefight: high side -1 CE, low side -2 CE and back 6". An alternative 'absolute' form gives each class a per-combat-type chance of winning (Old Guard firefight 80%), with four outcomes from both win to neither wins.

Combat is resolved by each side casting its performance and then comparing the results. The number of levels difference is translated into results.
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Close Combat

1melee

The losing side is pushed back a set distance or breaks according to the level difference.

How it works

Firefight losers fall back 3", 6" or 12" or break at a 6-level difference; close-action losers go back 4" or 8" or break at 4+ levels. Bombardment outcomes can let artillery close the range by a quarter or half, or force infantry back 4".

the low unit (L) losing 2 points of combat effectiveness and being forced back 6".
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